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Old 04-24-10, 04:06 AM   #1
TH0R
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Quote:
Originally Posted by VonHesse View Post
It might not work the same with GFO, because Webster already did his own ship draft fix mod, and I'm pretty sure he rolled all or most of it into GFO.

Link: [REL] Webster's Ship Draft Fix for v1.4 and v1.5
I am fully aware of his mod and changes made. Lets just say that my values are more accurate than his. Because of several reasons - 0 m/s winds in stock game still rock the boat a lot compared to the RFB's RE environment mod. So it is easier to get the accurate draught. Another example - all stock sub drafts look as if they are museum ships, not ships ready for war and trimmed for fast dives. My mod will have them matching waterline with water surface, as it was in WW2. Also, Webster did only few of the ships. I fixed them all.

I calibrated every single ship (that needed to be calibrated) in SH4. So far only the two ships in question (J class DD and Fiji class CL) are the exceptions where I had to use different values for GFO version. I don't know what the reason is, probably some supermods (RFB or RSRDC) change the .sim file that causes this. Or it might have something to do with the environment mods, I don't know...

My mod will overwrite Webster's changes.




Quote:
Originally Posted by virtualpender View Post
Am I understanding you correctly that even the revised draft values vary from mod to mod?

Thanks again for all of your work on this.
As I said, this is probably due to someone changing the original ships .sim file or due to environment mods. It should be easier to integrate this into the TMO, as it has its own environment mod.
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Old 04-24-10, 01:19 PM   #2
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Originally Posted by TH0R View Post
I am fully aware of his mod and changes made. Lets just say that my values are more accurate than his. ... Webster did only few of the ships. I fixed them all.

I calibrated every single ship (that needed to be calibrated) in SH4. So far only the two ships in question (J class DD and Fiji class CL) are the exceptions where I had to use different values for GFO version. I don't know what the reason is, probably some supermods (RFB or RSRDC) change the .sim file that causes this. Or it might have something to do with the environment mods, I don't know...

My mod will overwrite Webster's changes.
RFB uses its own sim values for many ships so i think they made changes for other reasons besides draft heights (manuvering and sinking charactoristics come to mind). i have found RFB has a tendency to be different enough that its files arent meant to be used (or will work very well, if at all) with anything other then RFB.

GFO has changes made to the sim files for the draft fix as well as the manuvering fix mod merged together so that should be kept in mind as well.

i tried to get everything very close to exact with my mods draft settings but if it looked ok up close and it wasnt that obvious that it was a tiny bit off then i didnt change it for a very small (and IMO) a minor change thats not going to be noticed in the game. i concentrated my efforts on the ships with a foot or more error to them.


as you suspected i went with a standard stock calm sea state in protected waters and didnt set it up on dead calm seas to get the accuracy that you did in your mod. i think i had 1 ft rolling waves or something and took the average level of peaks and valleys of those waves.

there are a couple of ships that had some quirks that acted different then others, most sim files acted fine but some didnt want to use the surfaced draft settings. its been a loooong time since i fooled with it so my memory of it is fuzzy but i seam to recall that a few ships would get "interference" from the submerged draft settings so in some cases those were changed to zero to allow the surfaced drafts to be accepted.

i applaud your efforts as a fellow modder and perfectionist and i hope to see more mods like this from you
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Old 04-24-10, 01:48 PM   #3
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Quote:
Originally Posted by Webster View Post
RFB uses its own sim values for many ships so i think they made changes for other reasons besides draft heights (manuvering and sinking charactoristics come to mind). i have found RFB has a tendency to be different enough that its files arent meant to be used (or will work very well, if at all) with anything other then RFB.

GFO has changes made to the sim files for the draft fix as well as the manuvering fix mod merged together so that should be kept in mind as well.
Just to be clear on this - I modified GFO v1.1 files for the GFO version, and RFB files for RFB version. It is a pretty boring process, I have to tell you, editing all those .sim files.

Quote:
Originally Posted by Webster View Post
i tried to get everything very close to exact with my mods draft settings but if it looked ok up close and it wasnt that obvious that it was a tiny bit off then i didnt change it for a very small (and IMO) a minor change thats not going to be noticed in the game. i concentrated my efforts on the ships with a foot or more error to them.


as you suspected i went with a standard stock calm sea state in protected waters and didnt set it up on dead calm seas to get the accuracy that you did in your mod. i think i had 1 ft rolling waves or something and took the average level of peaks and valleys of those waves.
I thought so. Playing stock version with default water and environment it is not so obvious to spot draft errors. But when one plays RFB and encounters a whip on 0 m/s winds - it becomes quite obvious and it bothered me enough to change it. And it helps to find the dead on accurate values for draft fixes.

Quote:
Originally Posted by Webster View Post
there are a couple of ships that had some quirks that acted different then others, most sim files acted fine but some didnt want to use the surfaced draft settings. its been a loooong time since i fooled with it so my memory of it is fuzzy but i seam to recall that a few ships would get "interference" from the submerged draft settings so in some cases those were changed to zero to allow the surfaced drafts to be accepted.

i applaud your efforts as a fellow modder and perfectionist and i hope to see more mods like this from you

Thanks. Feel free to include this into GFO if you want.
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Old 04-24-10, 04:30 PM   #4
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Thanks. Feel free to include this into GFO if you want.
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Old 04-25-10, 01:34 AM   #5
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I would just like to add that without my fix - J class DD in GFO v1.1 is busted. It is sitting too deep in the water and parts of it blow up every time it spawns.
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Old 04-25-10, 11:30 AM   #6
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Originally Posted by TH0R View Post
I would just like to add that without my fix - J class DD in GFO v1.1 is busted. It is sitting too deep in the water and parts of it blow up every time it spawns.

i had no issues with it, i suspect you have a mod soup thing going on there.

probably a stock bug depending on situation or leftover mod file that didnt get uninstalled correctly but thats not a GFO issue
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Old 04-25-10, 11:39 AM   #7
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Quote:
Originally Posted by Webster View Post
i had no issues with it, i suspect you have a mod soup thing going on there.

probably a stock bug depending on situation or leftover mod file that didnt get uninstalled correctly but thats not a GFO issue
Hmmm...

I un-installed all mods before applying only the GFOv1.1. And I ran the 'compare game files to a snapshot' which was taken before any mods were installed in the first place. JSGME said everything was OK.

It happened in the Museum and in single mission I created to test the draft values...


EDIT: Just to be extra sure I will reinstall the game completely and install GFOv1.1 first. But that won't happen before a day or two as I don't have the time to spare...
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